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Ulduar Boss Strat Threads: Flame Leviathan - Razorscale - Ignis the Furnace Master - XT-002 Deconstructor - Kologarn - The Iron Council - Boss Stat - Auriaya - Hodir - Thorim - Freya - Mimiron - General Vezax - Yogg-Saron - Algalon the Observer

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Old April 04, 2009, 08:36 PM   #1 (permalink)

Character Info
Crest
70 Undead Warlock
Aman'thul Oceania PvE
Profile: Blizzard Armory

Post Freya - Boss Strat

© The Warlocks Den 2009. All rights reserved. Not to be copied or redistributed without prior written approval.

Freya

Freya can be found in the Conservatory of Life, in the centre of Ulduar, found in the northmost exit from the Observatory Ring. It's hard to miss because it's the only one with lush green vegetation showing when you look in the doorway. Freya is the daughter of the Titans, and has been left behind as one of the keepers of Yogg Saron. Unfortunately for her, she was defeated in battle and her will has been corrupted. She now serves Yogg Saron's purposes.

Hard Mode
Freya's hard mode is activated by leaving up the one or more Elders when engaging Freya. It's much the same as Sartharion with drakes; for for each Elder left alive, Freya gains extra abilities. The difference in this case is that the Elders don't actually engage the raid.

General Information
There is a reasonable amount of trash to clear in order to be able to engage Freya. Many people have reported that the trash is harder than the acual fight with Freya. Trash comes in three different types of packs. Given the number of healers in the packs, it's possible that the reported hitpoints are inflated due to healing.

Most of the mobs in each pack have buffs that complement each other, and require some co-ordination to ensure that the interaction is minimised as much as possible.

Add Pack Type 1
Corrupted Servitor
Link: Corrupted Servitor
Hitpoints: Normal – 450k. Heroic - 970k
Notes: Not sure at this point if Violent Earth is interruptable.

Abilities
  • Petrify Joints (instant) - Inflicts Nature damage and decreases movement speed by 25% for 20 sec. Normal 75% weapon damage. Heroic 100% weapon damage
  • Violent Earth (1.5 second cast) - The Violent Earth rips beneath the targets feet knocking them into the air and inflicting Nature damage to anyone within 4 yards of the target. Normal 9713 to 11287. Heroic 12950 to 15050.
Misguided Nymph
Link: Misguided Nymph
Hitpoints: Normal – 390. Heroic - 910k
Notes: It is possible for a skilled mage to negate the Bind Life and Winter's Embrace by stealing the shield and the healing buff. These spells are cast in cycles, so the mage should be able to keep spellstealing in a rotation, thus not taking any actual damage. It is advisable that they stand away from the raid nonetheless, as mistakes can happen, and you don't want a mage being a living bomb in the middle of your raid, no matter how ironic it may be.

Abilities
  • Bind Life - Heals for the target every 1 sec for 6 sec. Normal13875 to 16125 healing per 1 second. Heroic 27750 to 32250 per 1 second. When the effect is dispelled, it blows up dealing a large amount of AoE damage.
  • Frost Spear - The Frost Spear inflicts 7863 to 9137 damage Frost damage, slows attack and cast speed by 100%, and inflicts Frost damage every tick. Normal 3238 to 3762 per 2 second for 8 seconds. Heroic 7863 to 9137 per 1 second for 5 seconds.
  • Winter's Embrace - A Frozen Shield that absorbs damage and increases Physical damage dealt by 100% for 1 min. (Magic based so can be dispelled or purged) (Normal 75000 damage absorbed Heroic 185000 damage absorbed)
Add Pack Type 2
The simplest way is to handle this pack is to off-tank the Guardian Lasher away from the Forest Swarmers until all the Forest Swarmers are dead. Tanking it away from the swarmers also makes them much easier to AE down without the Aggregation Peromones making it difficult.

Guardian Lasher
Link: Guardian Lasher
Hitpoints: Normal – 190k. Heroic – 520k.
Notes: These should be tanked away from the Forest Swarmers. The Pollinate buff stacks, so it should be dispelled / purged as often as possible to keep the healing and damage as low as possible.

Abilities
  • Displace Roots (channelled) –Summons the Forest Swarmers back to it ? Not too sure on this one.
  • Guardian Pheromonoes (instant) - Emitting Aggregation Pheromones in a radius around the caster.
    • Aggregation Pheromones - The Pheromones from the Guardian Lasher Increases damage dealt by 100% and decreases damage taken by 90% on all mobs within 25 yards.
  • Guardian's Lash (Normal) (next melee) - Inflicts 11100 to 12900 Nature damage and an additional 2313 to 2687 Nature damage every 1 sec for 6 sec.
  • Guardian's Lash (Heroic) (next melee) - Inflicts 16650 to 19350 Nature damage and an additional 5088 to 5912 Nature damage every 1 sec for 6 sec.
Forest Swarmer
Link: Forest Swarmer
Hitpoints: Normal – 90k. Heroic – 220k.
Notes: These should be tanked away from the Guardian Lasher, and AE'd down as quickly as possible. They can beFfrost Novaed in place when Lasher uses Guardian Roots.

Abilities
  • Pollinate (2 second cast) - Pollinates a Guardian Lasher healing it for 25% and increasing damage dealt by 25% for 30 sec.
Add Pack Type 3
This pack is vulnerable to crowd control. Banish the Mangrove Ent if you can, otherwise tank it away from the rest as best as possible to avoid it healing them.

Ironroot Lasher
Link: Ironroot Lasher
Hitpoints: Normal – 260k. Heroic - 580k
Notes: Can be banished in normal. Unsure about heroic.

Abilities
  • Ironroot Thorns - Thorns sprout from the friendly target causing Nature damage to attackers when hit. Lasts 10 sec. Normal 650 damage. Heroic 1050 damage.
Mangrove Ent
Link: Mangrove Ent
Hitpoints: Normal – 260k. Heroic 520k.
Notes: Can be banished.

Abilities
  • Hurricane (1.5 second cast, channelled) - Creates a violent storm in the target area causing 7863 to 9137 Nature damage to enemies every 2 sec, and increasing the time between the attacks of enemies by 67%. Lasts 10 sec.
  • Nourish (1.5 second cast) - Heals a friendly target. Heals for an additional 20% if you have a Rejuvenation, Regrowth, or Lifebloom effect active on the target. Normal 23125 to 26875. Heroic 46250 to 53750.
  • Tranquility (channelled) - Regenerates all nearby group members health every 2 seconds for 10 sec. Normal 13875 to 16125 per 2 second. Heroic 27750 to 32250 per 2 second.
Nature's Blade
Link: Nature's Blade
Hitpoints: Normal – 195k. Heroic - 520k
Notes: Can be sheeped on normal. Unsure about heroic at this time.

Abilities
  • Living Tsunami (normal) (1.5 second cast) - Summons a Living Tsunami that does 6013 to 6987 Nature damage when in contact with hostile targets, inflicting an additional 1850 to 2150 Nature damage every 2 sec for 10 sec.
  • Living Tsunami (heroic) (1.5 second cast) - Summons a Living Tsunami that does 7863 to 9137 Nature damage when in contact with hostile targets, inflicting an additional 2775 to 3225 Nature damage every 1 sec for 6 sec.
Guardian of Life
Link: Guardian of Life
Hitpoints: Normal - 195k. Heroic - 450k
Notes: Can be hibernated by druids on both normal and hard.

Abilities
  • Poison Breath (normal) (1 second cast) - Inflicts 7863 to 9137 Nature damage to enemies infront of the caster and an additional 3700 to 4300 Nature damage every 3 sec. for 12 sec.
  • Poison Breath (heroic) (1 second cast) - Inflicts 9250 to 10750 Nature damage to enemies infront of the caster and an additional 6013 to 6987 Nature damage every 2 sec. for 12 sec.
Elders
In addition to the trash, raids may want to kill one or more of the Elders to reduce the difficulty of, or completely remove, the hard mode.

Elder Stonebark
Link: Elder Stonebark
Hitpoints: Normal – 1.3 million, Heroic – 4.4 million.
Notes: When he uses Petrified Bark, you can use non-players to remove the charges, such as Shaman Fire Elementals, Shaman Ghostwolves, Hunter Snake Traps, etc. Melee should stop attacking as soon as he starts casting it. The Fists of Stone will pretty one one-shot most tanks when combined with the debuff it gives. There are a couple of ways to deal with it. The simplest one is to have a second tank standing at a distance from the melee. When he starts to cast Fists of Stone, they use taunt and kite him away. Combined with the snare effect it gives him, he'll waste all his time chasing the second tank while the ability is up, and then the main tank can taunt him back afterwards. The other option is for the person tanking him to start kiting him away, but due to potential issues with lag or slow reactions this is a more dangerous option.

Abilities
  • Fists of Stone (2.5 second cast) - The stone fists slow the caster's move speed by 20% and increase damage dealt by 250%. In addition the devastating attacks have a chance to break the bones of the target, reducing chance to block, dodge, or parry by 100% for 20 sec.
  • Ground Tremor (2 second cast) - Deals Physical damage to enemies within 100 yards, interrupting any spells being cast for 8 sec. Normal 8550 to 9450 damage. Heroic 11400 to 12600 damage.
  • Petrified Bark (2 second cast) - Melee attacks and abilities will be reflected for 30 sec. Normal 60 charges. Heroic 120 charges.
Elder Ironbranch
Link: Elder Ironbranch
Hitpoints: Normal – 1.3 million, Heroic – 4.4 million.
Notes: The Impale only seems to be targetted at whoever is highest on his threat list. This should ideally be the main tank.

Abilities
  • Impale (instant) - Stuns and inflicts Physical damage every 1 sec for 5 sec. Normal 16650 to 19350 every 1 second. Heroic 32375 to 37625 every 1 second.
  • Iron Roots – The grip of the Iron Roots inflicts Nature damage every 2 sec and roots the target until freed. If the Iron Roots surrounding the targets are killed, the target will be released. Normal 7800 to 8200 Nature damage every 2 sec . Heroic 7863 to 9137 damage every 2 sec.
  • Thorn Swarm - Inflicts Nature damage to enemies within 6 yards of the target. Normal 8325 to 9675 damage. Heroic 9250 to 10750 damage.
Elder Brightleaf
Link: Elder Brightleaf
Hitpoints: Normal – 1.3 million, Heroic – 4.4 million
Notes: He will cast Unstable Sunbeam on himself. He should be moved out of this as it will increase his damage

Abilities
  • Solar Flare - Inflicts Fire damage to a number of targets based on Brightleaf Flux. Normal 7863 to 9137 damage per target. Heroic 7863 to 9137 damage per target.
  • Unstable Sunbeam - Increases damage and healing done by 5% until the energy of the beam collapses. Stacks up to 10 times.
    • Unstable Energy (when the Unstable Sunbea, collapses)- Inflicts Nature damage and cancels the effects of Unstable Sun Beam. Normal 12950 to 15050 damage. Heroic 16650 to 19350 damage.
  • Brightleaf FluxPositive - Increases damage dealt by 10%, and the number of players hit by Solar Flare.
  • Brightleaf Flux – Negative - Decreases damage dealt by 10%, and the number of players hit by Solar Flare.
Freya
Freya is located in the center of the valley in Ulduar. It's a large, lush area, very roughly the shape of a triangle. The Elders are located one in each corner of the triangle, and can be engaged and killed without agroing Freya. When learning the encounter, it is recommended to kill the Elders first, as it will greatly simplify the fight.

Hitpoints: Normal – 1.3 million, Heroic – 4.1 million
Notes: Auriaya has a 10 minute enrage timer.

Abilities
  • Attuned to Nature - Increases healing received by 4%. Stacks up to 150 times.
  • Summon Allies of Nature - Summons allies of Freya to assist in the battle to protect Ulduar. (see additional creatures listed below)
  • Sunbeam – Inflicts Nature damage to enemies within 8 yards of the target. Normal 5088 to 5912 damage. Heroic 7400 to 8600.
    • Photosynthesis - The rays of the sun heals the plant life for 10000 damage every 1 sec.
  • Touch of Eonar - The pressence of the Lifebinder heals Freya every 1 sec. Normal 6000 health every 1 sec. Heroic 24000 health every 1 sec.
  • Nature Bomb (only after all the waves are dead and she has no more Attuned to Nature stacks) – Throws spores onto the ground in an area around the caster. The spores will explode for Nature damage to all players within 10 yards of them. Normal 5850 to 6150 damage. Heroic 8775 to 9225 damage.
Hard Mode Buffs (Each elder left up provides extra buffs)
  • Elder Stonebark - The essence of Elder Stonebark increases physical damage dealt by Freya by 75%. Freya also gains the ability to cast Ground Tremor.
  • Elder Ironbranch - The essence of Elder Ironbranch increases Physical damage dealt by Allies of Nature by 50%. Freya also gains the ability to cast Iron Roots.
  • Elder Brightleaf - The essence of Elder Brightleaf increases Magic damage dealt by Freya and her Allies of Nature by 60%. Freya also gains the ability to cast Solar Flare.
Hard Mode Abilities (Each elder left up provides extra abilities)
  • Ground Tremor - Deals Physical damage to enemies within 100 yards, interrupting any spells being cast for 8 sec. Normal 8550 to 9450 damage. Heroic 11400 to 12600 damage.
  • Iron Roots – The grip of the Iron Roots inflicts Nature damage every 2 sec and roots the target until freed. If the Iron Roots surrounding the targets are killed, the target will be released. Normal 5550 to 6450 Nature damage every 2 sec . Heroic 7863 to 9137 damage every 2 sec.
  • Solar Flare - Inflicts Fire damage to a number of targets based on Brightleaf Flux. Normal 7863 to 9137 damage per target. Heroic 7863 to 9137 damage per target.
Eonar's Gift
Link: Eonar's Gift
Hitpoints: Normal – 19k, Heroic – 65k.
Notes:

Abilities
  • Lifebinder's Gift - Eonar's Gift heals Freya and all of her minions for a percentage of their health. Normal 30%. Heroic 60%.
  • Pheromones - The Potent Pheromones ward off the Protector's Grip.
Phase 1
Storm Lasher
Link: Storm Lasher
Hitpoints: Normal – 230k, Heroic – 780k.
Notes: Spawns along with the Ancient Water Spirit and Snaplasher. All three mobs must be killed within 10 seconds of each other or they will resurrect. Can be stunned and interrupted.

Abilities
  • Lightning Lash - Strikes an enemy with a lightning bolt that arcs to another nearby enemy. The spell affects up to 3 targets, inflicting greater Nature damage to each successive target. Normal – damage starts at 5088 to 5912. Heroic damage starts at 6938 to 8062.
  • Stormbolt - Inflicts Nature damage to an enemy. Normal 6013 to 6987 damage. Heroic 8788 to 10212 damage.
Ancient Water Spirit
Link: Ancient Water Spirit
Hitpoints: Normal – 180k, Heroic – 520k.
Notes: Spawns along with the Storm Lasher and Snaplasher. All three mobs must be killed within 10 seconds of each other or they will resurrect. Due to the Tidal Wave effect, these should be tanked facing away from the raid, so that they don't interrupt your casters. Can be stunned.

Abilities
  • Tidal Wave - Surge forward up to 40 yds through enemies in a line, drenching them in mojo and causing Nature damage. Normal 6175 to 6825 damage. Heroic 10175 to 11825 damage.
Snaplasher
Link: Snaplasher
Hitpoints: Normal – 300k, Heroic - 980k
Notes: Spawns along with the Ancient Water Spirit and Storm Lasher. All three mobs must be killed within 10 seconds of each other or they will resurrect. Can be stunned and interrupted.

Abilities
  • Hardened Bark - Attacks made against the Lasher trigger the protective bark to grow, increasing damage by 10%. The buff expires after 4 seconds. Normal slows movement speed by 5%.
Detonating Lasher
Link: Detonating Lasher
Hitpoints: Normal – 70k, Heroic - 230k
Notes:

Abilities
  • Flame Lash - The Lasher inflicts Fire damage equal to 150% of their melee damage.
  • Detonate (on death) - The Detonate inflicts Fire damage to enemies within 15 yards. Normal 4163 to 4837 damage. Heroic 6825 to 7175 damage.
Ancient Conservator
Link: Ancient Conservator
Hitpoints: Normal – 540k, Heroic – 2.2 million.
Notes: In order to avoid the Conservator's Grip, raid members need to stand under Healthy Mushrooms to avoid / remove the debuff.

Abilities
  • Conservator's Grip (affects all raid members) - The grip of the Protector prevents attacking and casting spells.
  • Nature's Fury - Infects an enemy for 10 sec., causing it to inflict Nature damage to its nearby allies every 2 sec. Normal 4163 to 4837 every 2 seconds. Heroic 5550 to 6450 every 2 seconds.
Spawns
  • Spawned Mushroom - Increases damage by 25% and removes the silence cast by the Ancient Conservator if you stand under them.
Strategy
Suggested Raid Composition
Normal Mode:

  • 2 tanks
  • 2 - 3 healers
  • 5 - 6 DPS
Heroic Mode:
  • 3 - 4 tanks
  • 6 - 7 healers
  • 14 - 16 DPS
The Fight - Phase 1
The fight is composed of two phases. In the first phase, Freya is essentially untouchable due to the combination of Touch of Eonar and Attuned to Nature. During this phase, she will summon a wave of adds every 60 seconds. These waves are made up of three possible sets of mobs. The order in which the mobs come for the first three waves is random, but the order of the second round of three waves will be the same as the first three. Killing each mob will reduce the number of stacks of Attuned to Nature on Freya. After all six waves have been cleared, Freya will have no stacks left, turning the fight into a tank and spank.

Throughout the fight, approximately every 45 seconds, an Eonar's Gift will spawn. These look like strange little trees, and will quickly grow. After 10 seconds, they will cast Lifebinder's Gift, healing Freya and any adds currently up. Spotters should be assigned to keep an eye out for these, and they should be DPSed down as quickly as possible. They have quite low hitpoints, so this shouldn't be an issue.

If the adds aren't being killed quickly enough, then the next wave will spawn while they're still up, making the encounter more difficult. Freya does still require tanking while the adds are being killed, but she doesn't do much damage to her tank.
The three possible waves are:

Wave Type 1
Storm Lasher x1
Snaplasher x1
Ancient Water Spirit x1

These three mobs must be killed within ~12 seconds of each other, or else they will be resurrected with full hitpoints. Each one has a different ability, and depending on your raid composition will need to be handled differently. If you have enough AE damage, then your tanks can simply keep the three mobs facing away from the raid and have them AE'd down. If you can do this fast enough then they won't do enough damage to cause a problem. However, if you are not able to AE them down, then you will need to split them between your tanks. It is possible in 10 man (not sure on 25 man) for a single tank to hold them all while AEing.

The Snaplasher will gradually increase it's damage for every attack against it, but will move slower for each stack on it. After about 50 stacks, the tank should start kiting it around, and ranged DPS can finish it off. They don't have a lot of hitpoints, so can be killed pretty quickly.

The Ancient Water Spirit charges in the direction that it's facing, so the tank should make sure to keep it facing away from the raid at all times, and melee dps should be standing behind it.

The Storm Lasher is just a caster and will provide the least amount of problems to your raid, as it can be stunned and it's spells interrupted. However, make sure you DO have people interrupting it, as left to cast it will do quite a bit of damage.

Wave Type 2
Detonating Lasher x10

Since they have relatively low hitpoints it is quite possible to simply AE these down to approximately 10%, and then focus fire them one by one. Controlling the rate at which they die is very important, otherwise you will lose your tank and quite likely any melee DPS that are in with them. All of them dying at once are an instant kill to anyone in range. If you're low on AE damage, simple killing them in a controlled fashion one after the other with focus fire will also work.

We group everyone at Freya's feet to enable the tank to maximise their threat on all the Lashers and enable the AEers to go to town without dragging them out of someone else's AE if they take agro. Once they start to hit 20%, spread out and single target DPS them down. They don't do a lot of damage even to cloth casters, so cloth can be healed through the AEing pretty safely unless they manage to agro the entire pack!

Wave Type 3
Ancient Conservator x1

Only one Conservator will spawn, along with Healthy Mushrooms, which is more than enough to have to deal with. Keep an eye out for the Nature's Fury being cast on you and quickly move away from other people. He will periodically cast Conservator's Grip, which silences the entire raid. Standing under the Healthy Mushrooms will negate the silence, and increase your damage by 25%. You can still be affected by the Nature's Fury, however.

The Fight - Phase 2
Once all six waves have been defeated, Freya will have lost all her stacks of Attuned to Nature. This will allow the raid to actually defeat her. At this point, she gains a new ability, Nature Bomb. The Nature Bombs look like the Bloodpetal Spores from Un'Goro crater, with green clouds around them. Avoid the spores and DPS her down. This phase of the fight is basically a tank and spank, although raid members will still need to be keeping an eye out for the Eonar's Gift tree, and killing it ASAP.

If you are attempting a hard mode, then Freya has additional abilities as shown above that must be countered in order to succeed.

Tips
  • Since the 3.1.2 patch, Freya appears to be bugged in that not all stacks of the Attuned to Nature are removed after clearing all six waves on 10 man. (one is left) This means that she will not throw any spores during the second phase, trivialising this phase. Expect this to be fixed at some point in the future.
  • In heroic mode, the Snaplasher doesn't slow down as it's Hardened Bark buff stacks up. At around 40-50 stacks, you should stop hitting it for 4 seconds to allow the buff to drop off. After that just burn it down along with the others.
Useful Macros
These macros are great for quickly picking up the adds when the first wave type spawn.
/target Storm Lasher
/target Snaplasher
/target Ancient Water Spirit
Another excellent macro for targetting Eonar's gift. Insert this into your main nuke. e.g
/target Eonar's Gift
/cast Incinerate
This will try to target the gift if it's up, and then cast incinerate. If it's not up, then your target won't be changed.

Warlock Role
If your raid chooses to use crowd control on the trash clearing, then make sure your banish is ready and be quick to use it!

Tips
  • If your pet is attacking, remember to pull them back from the Snaplasher.
  • Hard Mode: A Meta Warlock can pop meta, trinket, immolation aura, demon armor, and then hit challenging shout to taunt all the adds on to said warlock. Drag them away from the raid, and use a mage (or survival hunter with improved traps may work) to freeze them in place and finish them off. The Warlock needs to run away as soon as they're frozen.
Macros
If you're on Banish duty, use this macro to Banish your target, automatically set the focus on it, and then cast any subsequent banishes on the focus target.
/focus [target=focus, dead]; [target=focus, noexists]
/cast [target=focus, exists, harm] Banish

Use this macro for re-banishing your target using Rank 1 Banish. Costs more mana, but has half the duration; very handy for controlling the adds without making your raid wait 25 seconds for Banish to wear off.
/cast [mod:shift] Banish (Rank 1); Banish

See this guide Crowd control (CC) via macros for more tips on how to customise your macros to best suit your playstyle / needs.


Videos
Tankspot's Guide. Definitely worth a look.

25 man Freya. A bit grainy, but you get a general idea,

Clearing the trash to Freya

Warlock Loot - 10 Man
Since you don't actually kill Freya, she doesn't drop any loot. Instead, Freya spawns Freya's Gift after her defeat. Each of the Elders drops a token of Valor/Conquest if they're killed. If you elect not to kill them, then the chest will have additional tokens in it.
Warlock Loot - 25 Man

Achievements
The achievements are the same on both normal and heroic modes. The heroic mode achievements simply append “Heroic:”.
  • Lumberjacked - Defeat Elder Brightleaf, Elder Ironbranch and Elder Stonebark within 15 seconds of each other.
  • Con-speed-atory - Defeat Freya within 20 minutes of the first creature you kill in the Conservatory of Life.
  • Deforestation - Defeat 2 Ancient Water Spirits, 2 Storm Lashers and 2 Snaplashers within 10 seconds.
  • Getting back to Nature - Defeat Freya while she is affected by 25 stacks of Attuned to Nature.
  • Knock on Wood - Defeat Freya while leaving at least 1 Elder alive.
  • Knock, Knock on Wood - Defeat Freya while leaving at least 2 Elder2 alive.
  • Knock, Knock, Knock on Wood - Defeat Freya while leaving 3 Elders alive.
Credits
Information compiled from WoWHead, WoWWiki, World of Raids, and the members of the Warlocks Den.

Changes
02/06/2009 Mnior updates to trash abilities.
10/06/2009 Added macro tips. (Thanks Soulzar)
30/06/2009 Add some more member tips.
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Last edited by Swoop; June 30, 2009 at 10:05 AM..
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Old April 19, 2009, 04:20 PM   #2 (permalink)

Character Info
Relent
80 Human Warlock
Auchindoun US PvP
Guild: Simple
Profile: Blizzard Armory
Talent Spec: 0/13/58
re: Freya - Boss Strat

For this fight, it's critical to remember to down the gifts of eonar really fast, or you will almost certainly wipe. We downed her on basic difficulty in 10 man, and the raid damage is both unavoidable and low. Just try hard to stay alive, and like all other ulduar fights you need to pay attention. Do what the other dps does. Stratfu has an excellent page on this boss.
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Old May 04, 2009, 07:05 PM   #3 (permalink)
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Character Info
Minouminou
80 Human Warlock
Hyjal Euro PvE
Profile: Blizzard Armory
Talent Spec: 0/13/58
re: Freya - Boss Strat

Remember to take your pet off the damage stacking Lasher, leave him on passive.
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Old May 08, 2009, 05:13 PM   #4 (permalink)

Character Info
Daneel
80 Orc Warlock
Firetree US PvP
Guild: Blazed
Talent Spec: 0/56/15
re: Freya - Boss Strat

Crowd control is back!

Banish the lashers in the trash grps, it really helps to control these grps better, and they can do some serious damage. Maybe its because it has been so long since it was necessary, but i really love having a non-dps job in a raid again. Banishing in here is great fun.

The guide mentions tanking the snaplasher add during the freya fight, but with 2 ranged dpsing it and staying away, there is no need. Myself and our hunter are assigned to dpsing/tanking the snaplasher and as long you keep some dps going and keep it focussed on someone with plenty of range it will not get to you.
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Old May 08, 2009, 05:53 PM   #5 (permalink)

Character Info
Soulzar
70 Human Warlock
Medivh US PvE
Guild: Trismegistus
Profile:
Talent Spec: Destro
re: Freya - Boss Strat

Some useful macros for this fight:

/target Storm Lasher

/target Snaplasher

/target Ancient Water Spirit

And to my main nuke macro I place/target Eonar's Gift so that I pick it up the second it spawns.
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Old June 09, 2009, 03:24 PM   #6 (permalink)

Character Info
Relent
80 Human Warlock
Auchindoun US PvP
Guild: Simple
Profile: Blizzard Armory
Talent Spec: 0/13/58
Re: Freya - Boss Strat

We recently killed her with three elders up. The most critical and difficult wave in this phase seemed to be the Detonators, which do vastly more damage and have much larger health pools with all elders up.

The way we dealt with them was to have the raid stack on freya's feet and aoe them down to 10%. Then, we had the warlock (me) spec demonology and pop meta, trinket, immolation aura, demon armor, and then hit challenging shout to taunt all the adds on to said warlock. I took the detonators out of the raid's stack and after I was 15 yards away, we had them stunned and frozen by a mage and aoe'd by the raid. I had to get away before they exploded or I would be killed. The reason we decided on me tanking the adds was because my aoe taunt was on a two minute cooldown, so could be used for every detonator pack regardless of RNG wave spawn identity. I have to say, using that taunt seriously was a blast and I managed something like 75% damage mitigation!
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Old June 09, 2009, 05:35 PM   #7 (permalink)

Character Info
Soulzar
70 Human Warlock
Medivh US PvE
Guild: Trismegistus
Profile:
Talent Spec: Destro
Re: Freya - Boss Strat

Quote:
Originally Posted by Relent View Post
The way we dealt with them was to have the raid stack on freya's feet and aoe them down to 10%. Then, we had the warlock (me) spec demonology and pop meta, trinket, immolation aura, demon armor, and then hit challenging shout to taunt all the adds on to said warlock. I took the detonators out of the raid's stack and after I was 15 yards away, we had them stunned and frozen by a mage and aoe'd by the raid. I had to get away before they exploded or I would be killed. The reason we decided on me tanking the adds was because my aoe taunt was on a two minute cooldown, so could be used for every detonator pack regardless of RNG wave spawn identity. I have to say, using that taunt seriously was a blast and I managed something like 75% damage mitigation!
Wow, thats ownage man! I gotta be honest and say I planned to try the same thing! lol Very excited to see my long shot of an idea works in practice. Meta SoC + Immolation just ruins those adds...

Some questions...

When did you use port? My thought was to AoE taunt and port since they run faster than you can, which would pull them from the group faster. A mage can be waiting at my port to frost nova then blink. I also figured porting out as soon as you taunt so that we dont get hit. You said you hit 75% mitigation, did they hurt?

How was your meta timer? did it last from start to finish if you poped it as soon as they spawned or did you have to wait a little?

Was this 25 man?

You have no idea how excited this makes me lol Cheers
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Old June 10, 2009, 03:42 PM   #8 (permalink)

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Relent
80 Human Warlock
Auchindoun US PvP
Guild: Simple
Profile: Blizzard Armory
Talent Spec: 0/13/58
Re: Freya - Boss Strat

I did not use the port because of how we needed to stack up so fast at the spawn of the detonators and how freya's placement can completely screw up the port. Porting too far away from freya's feet only complicated bringing them 10% further down. I simply walked them away from the stack and brought the mage with me who then nova'd them and then walked away from them- there was plenty of time for them to die. Placing a new port at the start of each detonator phase would have been nice, but it would have delayed the aoe burn of the detonators too much in my experience. Ultimately, the daze and taking the hits from the detonators is far less important than proper execution of the final burn and making sure that all of the detonators have the same health pool. If four get away and blow up close to the raid it's all over.

This was on 10 man, not 25 man- but they really didnt hurt very much at all. I threw up demon armor and meta and had more than enough mitigation. It would be very interesting to see how well it works in 25 man- but because stacking more melee makes it easier, you should have no shortage of warrior tanks which could rotate the detonator waves. That being said, of course, the main advantage of using a warlock and not a warrior is that Freya was immune to my taunt but her adds were not. I did not have to take a melee swing from freya herself at any point. It was really, really fun- I always love it when blizzard makes our class' utility really shine in an encounter as execution-oriented as freya three elder.

As far as the other packs were concerned, the ancient conservator was by far the easiest. Using the mushroom's crit bonus made him fall down like a piece of cake despite his buffing by the difficulty modifer and his health total felt like a joke. The triple was a bit more difficult- what we did was to burn down storm and water down to about 20% and then go all out on snaplasher. DPS would peel off to the other two adds at 20% but several would stay on snap the entire time. If we fell behind on the triple, which was a distinct possibility, we would pop heroism so we wouldnt get swamped by the next wave. On 25 man, you need to call out a halt to dps on snaplasher periodically of course whereas in 10 man we could "completely freeze" snap with his movement speed stacking debuff. The stack got so high that some amusing things could happen- for example, one attempt the warrior tank missed an interrupt on water and water punted our boomkin such that while sailing slowly above snaplasher, he turned and meleed the boomkin in midair. That was a pretty hilarious moment in vent, let me tell you. :D

We observed that there was almost no margin for error whatsoever- between eonar's gift and strenthened roots combined with the moonbeam and the "orbital bombardment" style random single target blast the entire raid needed to be topped off almost the entire time. If the raid lost two dps freya's second phase simply couldnt be done. You have to break 6kdps just to start damaging her. By far, the most difficult part of this fight was getting everyone to continue living all the way to the end- and with so much that can go wrong, keeping everyone alive for 12 minutes was really a feat.
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Old June 23, 2009, 03:10 PM   #9 (permalink)

Character Info
Trytan
80 Orc Warlock
Windrunner US PvE
Guild: Simple Jesters
Profile: Blizzard Armory
Talent Spec: 0/13/58
Re: Freya - Boss Strat

A tip for banishing adds is make a macro to banish your focus target, and just have the mob you are supposed to be banishing as your focus, so you can keep on the dps target.
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Old July 27, 2009, 06:21 AM   #10 (permalink)

Character Info
Deadorami
80 Undead Warlock
Arathor Euro PvE
Guild: The Usual Suspects
Profile: Blizzard Armory
Talent Spec: 3/13/55
Re: Freya - Boss Strat

Quote:
Originally Posted by Relent View Post
We recently killed her with three elders up. The most critical and difficult wave in this phase seemed to be the Detonators, which do vastly more damage and have much larger health pools with all elders up.

The way we dealt with them was to have the raid stack on freya's feet and aoe them down to 10%. Then, we had the warlock (me) spec demonology and pop meta, trinket, immolation aura, demon armor, and then hit challenging shout to taunt all the adds on to said warlock. I took the detonators out of the raid's stack and after I was 15 yards away, we had them stunned and frozen by a mage and aoe'd by the raid. I had to get away before they exploded or I would be killed. The reason we decided on me tanking the adds was because my aoe taunt was on a two minute cooldown, so could be used for every detonator pack regardless of RNG wave spawn identity. I have to say, using that taunt seriously was a blast and I managed something like 75% damage mitigation!
Sorry for my "noobish" question what trinket are you talking about?
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